On a tile based strategy game I'm working on the player may select an area in which a room is placed. To do so the player selects the tiles. Either by clicking on each individual tile or dragging from ...

I have created a tiled map using a BufferedImage (img) from a PNG. From that, I would like to detect the player's (peter) collisions with individual tiles on the map. However, my code will not run and ...

I am working on a few different AIs for a tile-based game. I'm trying to figure out one where that tries to keep a certain distance from the player. So if distance becomes small, move away.
The whole ...

Is there any good reason for tiles (e.g. Minecraft's) to be 16×16?
I have a feeling it has something to do with binary because 16 is 10000 in binary, but that might be a coincidence.
I want to know ...

Im building a tile based game and im implementing my path finding algorithm. Currently, it can find a path from point A to point B with no problems. However, if there are obstacles between point A and ...

Using Openfl for a game using hexagonal tiles
Working out the problem of walkability in a game, and I've run into an issue with my Hexagonal tiles.
I think it is an odd rounding error of sorts. When ...

I'm currently working with Phaser, making a game that's procedurally generated. I wanted to use some RPG maker art in my game (for reference, I'm using the RTP). I stumbled across this article, which ...

I am using LibGDX to learn Game Development. I have reached the phase I am learning to use Tiled Maps.
In Tiled map editor, there is a feature where we can pick a tile in the tile set, go to View -> ...

I'm starting to build a 2D game, metroidvania-like, tile-based and all. I've had some prior experience in it, and one of the major letdowns of those prior games was that worlds seemed too "blockish", ...

I am working on a desktop game in C#, with Monogame framework. I am storing the tile instances in a 2D Array, for the sake of easy collision detection. But the levels are big (often 100x100 or bigger) ...

I'm trying to figure out how to perform tiled rendering of my 3d scene (OpenGL). The motivation is to cut the scene up into several textures, combining them into a single image for saving at a very ...

I am writing isometric engine in c++. I decided to take a more realistic approach and make walls occupy space between two tiles, not a single whole tile, as shown in the picture below (just like in ...

Is there an established methodology for designing diverse, quality 2d environment tilesets? I understand creating corners and borders and edges for different terrain types and materials, but I'm at a ...

I've been making a pokemon game clone on my own with Unity, as I'm a beginner and just trying to learn. Up until now I've been splicing the town pictures and manually putting them together, but this ...

I have this tile-based game I've been messing around with and I want to have a way to check if a set of wall tiles make an enclosed space.
Here's some more details:
I have a tile map. Each tile has ...

I'm planing to write a game based on octagon tiles. Currently I'm wondering how many images I really need. That is something about graph theory, I know that, but not only.
I want to connect each side ...

I have read many topics on random world generation on this site and others, and I roughly understand most of it. What I can't see is how to randomly place objects on the generated tile map I get. Say ...

if i use a texture in a game with a resolution of 128*128 for a tile which is actually 64*64 on screen and both textures show the same image just in different resolutions. One in 128*128 and one in ...

So I'm making a side-scrolling adventure type game in Java. The worlds are procedurally generated, so I can't manually place tiles. Therefore, I every 20 ticks (1/3 second) I update every block's tile ...

I have this drawing function (recommended as a solution here).
It draws tiles on the whole window with no problem but my game slows down to ~30fps after maximizing it to "windowed fullscreen", which ...

I found you can create unique building sizes with perspective with six tiles using parallel projection, whose angles are always 45 degrees... this allows you to connect to the next tile without issue:
...

I understand how to move a square around a tile map: you have a coordinate of the square (say the center), and if they player press the "up" arrow, just increment the y-coordinate by 1.
Question: How ...

I'm creating a tilemap city and trying to figure out the most efficient way to create unique building scenes. The trick is, I need to maintain a sort of 2D, almost-top-down perspective, which is hard ...

If I Google for "seamless tile" I can find many great answers to create a single image that will seamlessly tile with itself. GIMP even has a filter that will automatically make an image seamless in 1 ...

I'm creating my first tilemaps.
Tutorials usually do 32x32px (example), but this tutorial did 128x128px, which made it easier for me to see without zooming in so much.
In tiled, I did a 40 x 40 tile ...